Search found 130 matches

Search found 130 matches Page 11 of 13
by TorqueFan
Wed Feb 10, 2016 5:13 pm
Forum: TorqueScript
Topic: AI Tutorial Scripts - sorry, no actual tutorial yet....
Replies: 6
Views: 4896
Thanks for the feedback. I'm glad someone is getting some use out of this even with the lack of documentation. No problem. It's tutorials and resources like this that inspire others in the community to follow suit. As usual, I'm staying pretty busy lately but I DO plan on releasing a whole heap of ...
by TorqueFan
Wed Feb 10, 2016 2:09 pm
Forum: TorqueScript
Topic: AI Tutorial Scripts - sorry, no actual tutorial yet....
Replies: 6
Views: 4896
Just wanted to post here and give a big "Thank you" to Richard for this and all of the works he's shared in the past. I remember when you mentioned this AI stuff in a post a while back ( might have been the old GG boards ) and I've studied the scripts a lot since then. I've built other systems with ...
by TorqueFan
Tue Feb 09, 2016 3:49 pm
Forum: Tools
Topic: Blender: Better Collada (DAE) Exporter
Replies: 17
Views: 18172
@Jolinar Man thank you! This exporter right here just saved me so much time! I had a very case-specific issue importing certain meshes attached to a rig from Blender to Torque. The problem was the sub-meshes had multiple modifiers in the stack ( i.e. mirror, armature, etc. ) and upon import into Tor...
by TorqueFan
Tue Feb 09, 2016 3:38 pm
Forum: Rendering
Topic: Optimisation/Performance of T3D with many objects
Replies: 12
Views: 6928
This can be a very long and involved path to travel down, especially if this is planned to be a multiplayer world. Personally I pursued this very goal off and on for a couple years. I spent a month here there discovering exactly why Torque seemed to choke on a world filled with geometry that the ren...
by TorqueFan
Thu Nov 05, 2015 10:26 pm
Forum: Rendering
Topic: Direct3D11 Testing
Replies: 11
Views: 7927
@
User avatar
Timmy
- Wanted to post just to say thanks a lot for tackling this. I look forward to seeing this completed!
by TorqueFan
Tue Jul 14, 2015 1:48 pm
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
Thanks man, I'll try to get around to this before vacation next week ;)
by TorqueFan
Mon Jul 13, 2015 5:48 am
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
Of course the nodes are 'supposed' to use node IDs!!! That's why I commented specifically that it still isn't 100% 'correct'... My reference to using a string above served to illustrate that, for whatever reason, it doesn't matter which ID or String you use(which you shouldn't). In any case, the cam...
by TorqueFan
Thu Jul 09, 2015 5:53 pm
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
Okay, I have tracked down a fix for the issue. Credit goes to Adam Beer for spotting the problem area and starting to fix it, and Ivan Mandzhukov for ultimately solving it. In this thread Adam and Ivan unknowingly solved the bulk of this problem while tuning the camera for a different purpose. I did...
by TorqueFan
Wed Jul 08, 2015 6:35 pm
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
Gotcha, makes sense. Thank you for your input - it's good to know that this is an issue that's been noticed by others. I hadn't had the time to dig into camera mounting code yet, for now I can live with having a larger visibleDistance. I'm unsure whether this will matter or not, given a fixed camera...
by TorqueFan
Wed Jul 08, 2015 2:37 am
Forum: C++
Topic: OrbitObject Camera
Replies: 10
Views: 7644
That's the same conclusion I came to, thanks for the confirmation. I also thought it was odd that the mountObject accepted the 'cam' string and still mounted the camera, which is why I included it as well - it could be related to the problem. Go ahead and try that mountObject command though, it does...
Search found 130 matches Page 11 of 13